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SoyVixterDev

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A member registered Jul 11, 2020 · View creator page →

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Thank you! Glad you liked the art!

Yeah as I mentioned in other comments I originally planned to have the skills to be forgotten periodically, and it's also possible to lose both the double Jump and dash, so once you lose one of them you'll need to improvise to solve the puzzles, but I didn't have the time to implement that mechanic.

And I guess the window issues might happen because I disabled resizing in Godot because I wasn't able to get the UI to scale properly, and to avoid it getting all messed up at different resolutions I just forced to stay at 720p, I'll learn how to fix the UI next time lol.

Thank you! I'm glad you liked it! I spent a lot of time with the character controller and art!

Oh noo. I don't have any Mac devices and I've never exported a game for mac before, so maybe I did something wrong during the export process and didn't really have a way to test it.

I might try to figure out how to make it work after the voting period, but I guess it would be pretty difficult to test myself.


Sorry for the issues! 

I'm using Zen, which is based on Firefox, so maybe there are some compatibility issues with firefox?

I couldn't do anything for some reason :(

As soon as I click into the game to move the camera, it completely freaks out and gets either completely black or takes me back to the main menu.

I like the desktop aesthetic, but ngl I wanted to be able to move windows around and stuff hahah.I think it would've been cool to have other things to do besides the maintaining and buying, maybe a way  to upgrade sites one by one kinda like a tower defense, and to have a sort of end goal or general use for the money.

A nice game overall, good job!
 

Interesting concept! The art individually looks really nice but I think it lacks a little polish and cohesion, with all the different pixel sizes for different sprites it can look a little jarring at times, I love the character design and animations though.

The debuff mechanic is nice but it didn't really serve much purpose in my run, because it's easy to avoid and it doesn't change the experience that much, but I can see this idea being implemented in a more complex game to take full advantage of it.

I'd also recommend checking out some polishing techniques for the player controller, like gravity tweaks, variable jump height and coyote time, it might improve the feel a bit and help to create more interesting platforming sections!

Good job!

The art is amazing! I love the isometric style and the color palette. The vibes match the idea and theme pretty nicely.

I'd say the character moves a little too slow for my liking and I manage to glitch real bad by accidentally making a path over a buried ghost,I don't know if I did anything else but after that I couldn't move the ghost normally anymore, it was bound to my right click no matter what I had grabbed haha, so I got softlocked into getting all the ghosts into their graves.

In general it was really nice, good job!

Thank you!
Yeah because I was trying to make the obstacles possible to overcome with most skills, it also means that you could use just a couple of skills for the entire game, 

I love the typing controlled menu, that's so unique and fun. The game itself has very nice atmosphere and the idea is really cool, but it is super challenging, I misstype a lot and I'm used to just typing fast and then erasing the typos after the fact, but the punishment for missinputs here is brutal haha. Great idea!

I think it nails that contrast, it makes me wanna see a full analog/digital horror arcade  game with a similar style, like something inspired by petscop with tons of hidden creepy things just out of view. 

Really nice game! I like the concept, even if it was simple I think it was effective in tying in the narrative and atmosphere with the gameplay. I like the vibes, it reminds me of Wall-E a bit.

The controls feel a bit weird though, letting go off the jump button early causes a really harsh jump cut that plummets you down, and it felt a little unpredictable, and sometimes when trying to double jump it would do that instead so it was kinda confusing. I managed to beat it anyways, Great job!

It's a simple concept but quite addictive!

I had some issues with the controls but it might just be because it's a first person web game, for some reason those always give me some problems with the aim.

I like the voice acting, and I fell like this could be a pretty interesting simple rogue-like with some DNA from Buckshot Roulette and games like that.

I think the Linux version is missing the pkg files, I couldn't execute the game :(

The aesthetic and amount of assets and polish is quite surprising! I did struggle a bit and got myself into the bugs that were already reported without realizing, but overall I think the atmosphere is pretty cool and the concept could be used further for a really nice horror game!


Good job!

I love the artstyle, it gives off creepypasta vibes, like this is a hidden cursed Animal Crossing copy or something like that haha.

The characters are cute and have a lot of personality even with how little they appear, and I find the absolutely ridiculous number of zombies that appear to be pretty funny and nerve-wracking at the same time.

Great job!

Wow, this is such an amazing experience! 

I feel like a monster but that was super cool, the writing is fire (literally) and the general idea is super nice.

I think this idea could be expanded into either a rage game with Voice acted commentary like Getting Over It but with the deep theming or a chill atmospheric platformer like limbo, both would work.

Great job! 

I'll be trying some games from this thread tonight! Haven't tried many games yet, too much work and too much sleepy.
I haven't been promoting my game enough either lol, It's a Zelda-inspired puzzle game where you forget a skill with every hit you take!

https://img.itch.zone/aW1nLzI0MjU4MTcwLnBuZw==/315x250%23c/HBPb10.png

https://itch.io/jam/godot-wild-jam-87/rate/4062942

This is indeed one of the games of all time.

I love the art style, I think there's a lot of potential there, and the experience itself was really confusing and I feel like I've played one of those LSD Simulator games but just died instantly lol.

I like the Doom-style controls, I think it fits the aesthetic nicely.

I feel like a horror/comedy game or similar to the PS1-like games from Chilla's Arts would fit this style and experience very nicely. Great Job!

Really nice art and idea, specially for your first gamejam!

The level design was very interesting, I really like the use of limited moves as a puzzle mechanic, it's like bringing a more rigid move-based puzzle game into the platformer genre.

The controls and the feel of the character were kinda off, for example, it's kinda weird to need the mouse just to click for attacking (Maybe it would've been better to move with the arrow keys and attack with Z?), and the gravity felt way too high and the wall jump is a little awkward to use. I'd also recommend to use capsule colliders for the player character and reduce the collider a bit, because sometimes I'd get hit in a corner and plummet down, which was kinda frustrating because losing a jump almost always meant having to reset the level.

The art is really nice, but just as a small nitpick I'd say that the interactable objects in the background like the moving platforms and stairs could've been a different color, because they were the same color as the pipes used in the decoration, still nice looking though!

Keep going at it, I can feel a lot of potential!

(1 edit)

Amazing art and execution! I really enjoyed it but the game is quite confusing and fast paced, getting more pets felt like something negative at points because I couldn't keep them alive so easily lol. The play minigame is kinda weird because it's a distraction and at the same time is really over powered if you just get it right before a room is cleared so you can play it safely and heal the pet completely without spending any sun, but this does get less useful once you get a second pet though. I do like the concept of dividing your attention, it kinda reminded me of the hardest challenges in FNAF-style games with resource management and fast paced movements.


I love the Undertale/Deltarune influences in both the art and enemy patterns (I recognize that roaring knight sword attack, brings PTSD)

Oh and I'm such a fan of the studio card at the beginning with the randomized sounds.

Great game overall!

Thanks! Yeah I wanted to get a web build but I used C# and apparently Godot 4.5 doesn't yet support web builds for C#, kinda sad. I hope the support comes soon.

This game has some actual deep lore that now only exists in my mind and a random miro board, unless someone pulls a MatPat and deciphers the sketch's deep and important meaning.

Thank you so much! I agree the reset mechanic kinda ruins the point a bit but it was a last minute addition because I didn't have anything for the player to do after losing all skills, and didn't have the time or energy to implement a proper end screen. 

I agree with the spell menu issue as well, I'm still learning godot's input system, and to save some time I just reused the movement input code, so I didn't have any polish in that part. I might go back to this game after the jam to give it a proper menu and ending screens if I'm motivated enough haha.

Originally I intended to have a time limit for each life and no reset, because most puzzles are meant to be solved in many different ways, losing a skill periodically would force the player to improvise and adapt, but I also couldn't get to implement that lol.

Super cute artstyle, great gameplay and mechanics. I can see this being expanded into a full game with shop management mechanics like moonllighter or other similar games, good job!

Amazing art and polish, a fun little game with simple yet understandable mechanics.

Incredible use of the theme and amazing art, great submission with a lot of charisma!

Very cool idea, nice art and I really liked the narrative and unexpected turn, really cool!

The jump physics were inconsistent for me, sometimes it jumped super high and allowed me to finish the first level without even grabbing the scale gun lol.
Good job anyways! 

Very nice and polished game, even though it is really simple I feel like there's potential if you add more gameplay mechanics, maybe something like that nokia tower building game where you had to drop the block on top of the tower.

Good job!

Really nice concept! I really liked the art style and polish, it feels nice and snappy.
I would recommend having some sort of sound effect or having the "scaling" sound stop when the block can't be further scaled to make it more clear in situations where you can't see the block you're scaling, but overall a really fun game!

Wow this was really cool! Loved how the game shifts and zooms out when you break the walls, it felt pretty magical and unexpected.

Would've appreciated having more options like a roll, dash or maybe even shooting projectiles to intercept the ball from further away
I feel like this has the potential to be a cool simple game where you upgrade your character until you can start just kicking and kicking the ball making it bigger every time, a clicker style game but without the usual clicking mechanics lol.

Cool game!

The idea is very cool and I loved the puzzles but I feel like the execution of the controls and stuff feels pretty weird, it took me a while to understand exactly what I was doing, maybe with some small touches it could be polished into a very cool full game with more levels and new mechanics similar to the portal and all that.

For the movement of the weight guys I would recommend probably to borrow from the style of RTS games like Age of Empires, having you select the units you want to move and then right clicking a point to where they would move.

Well done!  

Interesting Idea but I think the execution could be a little different.
I feel like the game would work better if you could manually change the scale of the objects and if the selection of shapes was better thought to allow a "perfect" intended solution that could resolve into a satisfying realization, something like a little to the left but more focused on simple shapes and filling the area.
Good job for the game anyways!

Very cool aesthetic, even though I didn't feel like the theme was implemented into the game that much, and also as a fun fact I technically managed to bug the ending a little bit by not getting all the way up lol

Great use of the theme and great level design, the physics did feel kinda slippery at some points which made some sections harder than needed but overall a balanced difficulty, liked the way it uses the theme to create platforming puzzles directly. 

Oh that's a shame, but it might just be my fault too, the game isn't very well put together in many aspects haha

Thank you! And yeah, there were many bugs that I couldn't fix in time
The concept was pretty hard to implement and I couldn't work during the first day, I tried to implement some crash measurements for that but for some reason it didn't work in the build.

The game we made for this gamejam "Divemensions" received pretty good feedback and an impressive Rank 8 and Rank 10 in Game Design and Innovation respectively, so we decided to not only update to a full release with a level editor, community levels and tons of new mechanics, colors and levels but also went through the process of getting a steam release, and the page has been up there for about a month, we would really appreciate if you could add to your Wishlist and play the current beta of the game, and we are really happy for all the support we received during the jam. Thank you!

Check out the steam page: https://store.steampowered.com/app/2610540/Divemensions/

And the Itch page: https://soyvixterdev.itch.io/divemensions


We are constantly updating our game, with even an steam release set for 2024!

You can check out the current beta here: https://soyvixterdev.itch.io/divemensions
And Wishlist on Steam here: https://store.steampowered.com/app/2610540/Divemensions/

Thank you for playing!
We plan on expanding the game with lots of new and harder levels, and adding a way of playing community levels will allow for anyone to create their own levels with their preferred level of difficulty, I hope you check out the eventual final version!